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Can u drive X with Y in 3dsMax?

gandhics
polycounter lvl 8
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gandhics polycounter lvl 8
I'm working in my DataChannel Sample Pack 3.

I need some user case for this.
Something like this in other thread.
"How can I edit an object?s vertex colors based on its position?"

DataChannel modifier can not generate new faces. But, it can modify a lot of existing sub-object data.

If you post questiojn here, I'll try to make the sample max file.

FYI, This is the previous sample packs.
Pack 1
Pack 2

Thanks!

Replies

  • Eric Chadwick
    I'd like to drive vertex color by UV stretch. It would help to see it live in the viewport while editing UVs. Also would help to render this off as a visual for QA to check.

    Backwards UVs colored differently than front facing UVs.

    Vertex color to show texel density differences across the selected meshes.

    Another use could be vertex color showing vertex density per square unit.

    I could use an easy way to generate AO in vertex color.

    Curvature in AO color, which an artist could then edit/paint with VertexPaint. As a source for masking in materials, for example uneven edge wear.

    Not sure if any of these fit your needs. Might get you thinking though!

  • gandhics
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    gandhics polycounter lvl 8
    Wow.. you bar is high. :smile:
    Let me answer a few things.

    I'd like to drive vertex color by UV stretch. It would help to see it live in the viewport while editing UVs. Also would help to render this off as a visual for QA to check.

    3dsMax 2017 intruduced Angle distiotion and Area distortion map display. You can see it live in the viewport while editing UV.
    But, I don't think you can render.

    I could use an easy way to generate AO in vertex color.

    I don't think DCM can do this. If you render AO map, then DCM can transfer to VC.

    Curvature in AO color, which an artist could then edit/paint with VertexPaint. As a source for masking in materials, for example uneven edge wear.

    There is already preset for this. Check Edge Wear Mask.

    Backwards UVs colored differently than front facing UVs.
    Vertex color to show texel density differences across the selected meshes.
    Another use could be vertex color showing vertex density per square unit.

    I'm not sure how much DCM has support for YV. But. let me check.
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